
Skull Horde is an auto battler dungeon crawler where you play as a flying skull necromancer. Find powerful loot and create overpowered builds. Summon a horde of skeletons in a battle of bone versus flesh!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.29/day in the week to Aug 23 → 1.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
In Skull Horde you play as a flying skull necromancer raising an army of skeletons in a battle against an endless tide of evil flesh. Explore procedurally generated dungeons while collecting loot and building your squad.


Explore different procedurally generated dungeons, each with unique enemy types demanding varied strategies. The dungeons are filled with chests and shrines with powerful loot and boons to collect, but you must keep moving to avoid being overwhelmed.


You can purchase a variety of unit types to build your squad throughout each run. Every unit has different special abilities, so you can create a horde with strong synergies. Buying multiple units of the same type merges them into stronger versions, until they eventually unlock a unique special ability. Loot found in the dungeon interacts with unit classes and tags to produce powerful benefits. Use resources to strategically reroll units and loot to craft the exact build you are looking for.


This game is realtime, and your minions do battle independently. Your role is to develop your squad, choose where to explore, when to move on, and pick the correct upgrades.


As you progress, you will unlock powerful perks that you can select at the beginning of a run. Combine your chosen perks with the strengths of the different playable characters to create the foundation for a powerful build.
Each dungeon type comes with a set of unique challenges to complete. These challenges will demand different strategies to succeed, and reward you with new unlocks and content.


Procedurally generated dungeons
Realtime auto battling
Multiple levels with unique enemy types
Different playable characters with unique special abilities
Varied unit types which can be merged to gain stronger versions and unique abilities
Lots of powerful loot
Powerful perks
Challenges which require creative builds to overcome
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 124 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game is promising, but it lacks the depth I would expect from a roguelite. The biggest issue is that interesting builds are almost entirely locked behind RNG. No matter what strategy you have in mind, whether you can play it depends on luck rather than your decisions. As a result, most runs end up feeling very similar. Your "build" isn't something you create through meaningful choices; it's simply whatever the game happens to offer you. I think many of the negative reviews here could have been avoided with a few design changes. For example, limiting the number of upgrades you can take would make each choice more meaningful, or adding a less punishing banish system would give players more control over their builds. The progression also feels unnecessarily grindy. After 5.5 hours of gameplay, I had barely made progress toward fully upgrading a single character. For a game of this size, especially one that is purely single-player, that amount of grinding feels excessive and doesn't add much to the experience.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America*languages with full audio support
Hours played at review time, across 124 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fun little army builder but you can feel the illusion of choice in upgrading your units. Let me add or upgrade, not upgrade by adding.
[b]RECOMMENDED[/b] (even at full price) Starts very slowly and I almost gave up on the idea this could be fun after the first hour or so. But I came back to it, and glad I did! Once you get a few upgrades and really lean into the strengths/weaknesses of each of the necromancers, it really is a blast to dive into for a 20-30m run or two. You can do runs much quicker, I just like taking my time and unleashing the power fantasy :) More maps and biomes would be a good addition, but there's enough there right now to easily get 40+ hours out of it, and much more with Endless. The pixel art is lovely, the audio fx are crunchy and satisfiying, and the soundtrack is absolutely fantastic. Real bangers. When starting out, I recommend getting inspiration from the Achievements tab in the game menu and pinning a few each run, that's what really opened up the game for me. It also helped me learn (and bother to learn) how the different Champions could work with each other. i.e. what different "builds" looked like and played like. Before I started looking in there I was really stumped how the run-to-run variation was meant to happen, given it's a rogue-like. The meta-unlocks happen quite slowly so without the build experimentation nudges from the above, I would have just done every run exactly the same and got bored grinding very quickly. Who knew an All Rats Run would be so hilariously OP... I think I'm probably not alone in that experience as the completion rates of achievements is very low. Well worth the price, as it turns out!
Game is fun, BUT gameplay is a chaotic mess! YOU, your units, your unit attacks, enemies, enemy unit attacks, ALL look identical cuz the devs made the game using only 4 colors! This causes mass confusion--especially getting hit because I literally cannot find my ♥♥♥♥♥♥♥ fkn hero in this chaotic clusterfck. Furthermore, i'll try to get a treasure chest, but because i can't find my hero, so I swirl around it, instead...multiple times EACH stage! Like why in the holy fck couldn't the devs make your hero a bright color OPPOSITE to the clusterfk colors on-screen? To make matters even worse, you have a pointless cursor floating around; this is 100% useless except when selecting an upgrade. I have no clue why the cursor is shown during battle, as it only adds frustration to the already confusing elements. Next, 95% of upgrades i have no idea what they do. Theoretically, I think I should, but the verbiage is worded super confusing. In addition to this, MOST upgrades are double-edged swords: +5 health, -5% dmg; +10% dodge, -10% armor, etc. To me, it never feels like you're winning--just struggling to stay afloat. Also, you die when all of your troops die. There 100% needs to be a warning when you only have 1 or 2 units left (6 max), so you can regroup (dead units revive over time) instead of auto-dying out of the blue (flaming chaos clusterfck on screen). Lastly, this is one of those games where the devs refuse you to exit: pressing "Escape" does nothing, nor is there an option screen. The only way to leave this garbled mess is to either Alt+F4, Alt+Tab, or die. Game should be an 8.1. Instead, its a 2.0 of 10. It's like playing Where's Waldo, but the crowd is killing you, you're wearing drunk goggles, AND you're too drunk to have fun.
不知道为什么制作组老逼着玩家往前走干嘛,你不想让玩家刷东西你可以不设置无限重置的怪物,而不是逼着玩家去下一关,不去就给怪疯狂加数值,逼着玩家去下一关,玩家没钱怎么升级骷髅群,升级不了骷髅群那怎么打一群怪,打不了一群怪又想去刷钱升级骷髅群,升级骷髅群又逼着玩家走,玩家不走又给怪加数值,玩家又要被迫去下一层,下一层打不了一群怪,又想去刷钱,反复折磨啊。
I'm gonna be honest: I initially completely passed this game over because the thumbnail art looked like AI. That was a mistake. If you like playing summoning builds in other games, you're gonna love this. If you like autobattlers, you're gonna love this. I would recommend this even at full price, but if it's on sale, you'd be a fool not to check this out.
Ultimately disappointing. I misunderstood the reviews complaining about the grind. I don't mind a grind, but the advancement isn't satisfying and the gameplay doesn't leave room for variation. People raved about the music, and trust me, Skull Horde has one of the best trailers I've ever seen... but I never saw any of that cool stuff play out in game, and the music was fairly bland for my expectations.
Game is great, until you take some bad hits and lose too many guys - recovery is pretty much impossible. You either die, or spend 15 minutes trying to move around to respawn enough units and then die. It turns a great experience into absolute ♥♥♥♥♥♥♥♥.
休闲刷子小游戏的命,得了操作经营战略游戏的病,前期本来玩着玩着挺好,越往后越累 前后内容核心玩法相当割裂,跟肉鸽刷子游戏已经不沾边了,纯纯靠经营和操作,相当诈骗了 喜欢经营半天最后被团灭的赶紧买完完事了嗷 想解压的赶紧划走吧
Simple but fun. Hoping to see more content but only because it has a lot of potential to add more classes and levels, the game is already pretty well stacked with content and unlockables.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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